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	Arkhosian Siege Tower
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		<h1 class="monster">Arkhosian Siege Tower<br/><span class="type">Huge natural animate (construct)</span><br/><span class="level">Level 13 Elite Brute<span class="xp"> XP 1600</span></span></h1><table class="bodytable"><tr><td><b>HP</b> 336; <b>Bloodied</b> 168</td><td class="rightalign"><b>Initiative</b> +11</td></tr><tr><td><b>AC</b> 25, <b>Fortitude</b> 28, <b>Reflex</b> 25, <b>Will</b> 22</td><td class="rightalign"><b>Perception</b>+7</td></tr><tr><td><b>Speed</b> 4</td><td class="rightalign">All-around vision</td></tr><tr><td colspan="2"><b>Immune</b> charm, disease, poison; <b>Resist</b> 15 to all damage from outside the tower</td></tr><tr><td colspan="2"><b>Saving Throws</b> +2; <b>Action Points</b> 1</td></tr></table><h2>Traits</h2><p class="flavor alt"> <b>All-Around Vision</b> <b></b></p><p class="flavorIndent">Enemies can’t gain combat advantage by flanking the siege tower.</p><p class="flavor alt"> <b>Juggernaut</b> <b></b></p><p class="flavorIndent">The siege tower ignores difficult terrain and does not provoke opportunity attacks. It cannot squeeze, make opportunity attacks, or grab creatures.</p><p class="flavor alt"> <b>Living Building</b> <b></b></p><p class="flavorIndent">The tower can end its movement in other creatures’ spaces, and other creatures can end their movements in its space. The tower is 30 feet high (Athletics DC 20 to climb it). It has two levels, each with a 15-foot-high ceiling. The lower level has two reinforced iron doors (break DC 25), which the tower can open or close as a minor action. While the doors are closed, line of effect and line of sight cannot be traced from outside the tower to creatures on the lower level. The upper level has arrow slits and can be reached by either of two ladders from the lower level. Creatures inside the tower or on its exterior move with it as if it were a vehicle.</p><p class="flavor alt"> <b>Rough Ride</b> <b></b></p><p class="flavorIndent">While the tower is bloodied, it is slowed, and creatures inside it take a -2 penalty to attack rolls.</p><h2>Standard Actions</h2><p class="flavor alt"><img src="http://www.wizards.com/dnd/images/symbol/Z4a.gif" /> <b>Dragon's Head</b> (Fire) <img src="http://www.wizards.com/dnd/images/symbol/x.gif" /> <b>At-Will</b></p><p class="flavorIndent"><i>Attack:</i> Area burst 1 within 20 (creatures in the burst outside the tower); +16 vs. Reflex</p><p class="flavorIndent"><i>Hit:</i> 1d12 + 7 fire damage, and ongoing 10 fire damage (save ends).</p><p class="flavorIndent"><i>Miss:</i> Half damage.</p><h2>Move Actions</h2><p class="flavor alt"><img src="http://www.wizards.com/dnd/images/symbol/Z2a.gif" /> <b>Crush</b> <img src="http://www.wizards.com/dnd/images/symbol/x.gif" /> <b>At-Will</b> 1/round</p><p class="flavorIndent"><i>Effect:</i> The siege tower moves up to its speed and can enter enemies’ spaces during this movement. When the tower enters a nonflying creature’s space for the first time during this movement, the tower makes the following attack against that creature.</p><p class="flavorIndent">&nbsp;&nbsp;&nbsp;&nbsp;<i>Attack:</i> Melee 0 (creature in the square); +16 vs. Reflex</p><p class="flavorIndent">&nbsp;&nbsp;&nbsp;&nbsp;<i>Hit:</i> 3d12 + 6 damage. The creature falls prone.</p><p class="flavorIndent">&nbsp;&nbsp;&nbsp;&nbsp;<i>Miss:</i> The creature falls prone.</p><h2>Triggered Actions</h2><p class="flavor alt"><img src="http://www.wizards.com/dnd/images/symbol/Z1a.gif" /> <b>Collapse</b> <img src="http://www.wizards.com/dnd/images/symbol/x.gif" /> <b>Encounter</b></p><p class="flavorIndent"><i>Trigger:</i> The tower drops to 0 hit points.</p><p class="flavorIndent"><i>Effect (No Action):</i> The tower is destroyed. Its space becomes difficult terrain until the end of the encounter. Creatures inside the tower fall prone in the tower’s space, and the tower makes the following attack.</p><p class="flavorIndent">&nbsp;&nbsp;&nbsp;&nbsp;<i>Attack:</i> Close burst 1 (creatures in the burst); +16 vs. Reflex</p><p class="flavorIndent">&nbsp;&nbsp;&nbsp;&nbsp;<i>Hit:</i> 4d10 + 17 damage, and the target falls prone.</p><p class="flavorIndent">&nbsp;&nbsp;&nbsp;&nbsp;<i>Miss:</i> Half damage.</p><p class="flavor alt"><b>Str</b> 25 (+13)  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<b>Dex</b> 20 (+11)  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<b>Wis</b> 13 (+7)<br/><b>Con</b> 28 (+15)  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<b>Int</b> 1 (+1)  &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<b>Cha</b> 10 (+6)</p><p class="flavor"><b>Alignment</b> Unaligned&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<b> Languages</b> -<p class="publishedIn">Published in <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/283640000" target="_new">Monster Vault: Threats to the Nentir Vale</a>, page(s) 46.</p>
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